(RP) The Science of GMing

It's not a science at all, but an art. In that, I mean what is right and wrong is subjective rather than absolute. I fully believe there is no universal "right way" to run a game, because different groups have different perspectives with different constraints. Usually a group will form some sort of consensus, a balance between styles, based on those within.


There are many, many factors in running a game. Of late, I've been thinking about the expectation of reaction or pro-action of the player characters. On one extreme, you may have a game that's completely planned in advance and "on rails," where nothing the PCs do really changes anything. On the other extreme, one might see a completely open "sandbox" game, where the GM plans nothing in advance and merely faciliates and/or gauges reactions to what the PCs do.

I think it's probably fair to say most games fall somewhere between those poles. I suspect many roleplayers' first experience with "formal" (ie. picking up a published book and using the rules therein) RPGs lean more toward the former. D&D was arguably designed that way: "Here's the rules, here's a module, run their characters through this." There are a number of games out there which tend toward the latter extreme, even blurring the line of whether there is a GM, in creating a collaborative storytelling situation. There's a lot of possibilities, and I think gamers' opinions and ideals change over time as they're exposed to new things and have positive or negative experiences with any given style.

I was definitely introduced into RPGs with a GM who laid out the situation and challenge, asking me then "What do you do?" I participated in a reactive role. For a number of years, I'm fairly certain that was the general bias to gaming between my friends and I even as we moved into home-brew systems and passed the baton of GM-ship around. The GM would challenge, the PCs would decide how to overcome. The GM was expected to make situations in which the PCs would be doing something, and the players reacted to that.

It was something of a revelation when I realized what I could do with a story in this sort of set up. As the GM, I could craft a storyline, small or great, that the PCs would be woven into. The basic story was mine, but the final result came about from the participation of the players. It was a sure-fire way to inject a certain level of awesomeness into a campaign, because the PC were fated to overcome an ancient evil (or whatever). There was no wondering what they might do. At least in the overall scheme of things, what they would do was a given.

And my players generally loved me for it. I received a good deal of praise for being a "good DM." I don't recall having been accused of "railroading," though I'm not sure if that's because we weren't fully appreciative of the concept, or if they really felt it wasn't there. As I read about GMs railroading players, and players wanting more choice, I know it altered my own outlook some. I took a closer view at my style and, I think, ended up loosening the reins. Even so, my group of friends seemed accustomed and comfortable with a more reactive role and I got good at motivating the characters toward predictable ends, so I could flesh out the path they would most likely want to take. There was one particular game, I had a manipulative quasi-villain NPC with absurdly high mental abilities. I simulated this by "letting" him make plans based on what I knew. Though he couldn't read the PCs minds (and I couldn't read the players'), their actions were predictable enough that "we" were almost always correct in the predictions.

It was somewhat jarring to be introduced to things situations on MU*s where any RP was more cooperative/collaborative. One person might run a scene, but it was rarely the same person more than any other. And the only real way for your character to accomplish something was to be proactive and (often) play the role of GM. It was strange, but it worked for a while. Over time, I've seen a decline in that. Maybe it's because the player base I interact with is older, different, or the responsibilities offline take too much attention, but I've perceived a marked shift back toward reactive players. Which, in a place like FurryFaire, usually means nothing happening.

Likewise, I've seen more open sandbox games offline over the years. Of course, "more" is relative. I've also seen one or two completely railroaded ones in recent years. While either one can work, they both have problems, too. I find I don't derive a great deal of enjoyment from spending an entire session either 1) waiting for the GM to tell me what happens next because nothing I do matters, or 2) doing nothing but trying to plan (often in an absence of solid information) without making any progress. It's more fun as a player to feel like you have a choice and make a difference (whether you actually do or not). And yet, if the GM improvises everything, you can get uneven play and boring stretches because players aren't doing enough. So there at pitfalls on both sides.

Another problem, is expectations that simply don't line up. Sometimes, it's a GM who expects players to be proactive while the players sit waiting for something to happen. Sometimes, it's actually one person. I've had a GM say they like and want proactive players, then basically give them no chance to do their own thing. That's not very honest, fair, or productive in the long run.

Myself... I've all but retired from GMing. I still have the desire once in a while, but it's usually quashed due to impracticalities. Gaming time offline is scarce these days. Gaming online is a mess usually. I still lean toward crafting a story with flexibility built in. When I thought up the Star Wars campaign that's still on indefinite hold, I envisioned a sort of introductory period for a few session (okay, several sessions, given the time things take online) that would lay out a sketch of the overall situation for the PCs before opening things up. Past that, I would only plan specifics for the route that seemed most likely, but I'd keep open to alternatives. I would like to see some initiative now and again from players, but I'd make sure things didn't grind to a halt because they didn't feel like doing anything. That's where I choose to balance things, because that's what I've had the best experience with in the past.

End of Line.

Comments

  1. I prefer my players taking hold of the game and going with it. If I have something planned, I'll introduce it if given the opportunity, but the how/why of that really depends on the setting and circumstances. I've had ideas bounce in my head, with no opportunity to use them, and I'd let them go after a while (especially in my nWoD campaign -- I had two plots I wanted to use, and the wasn't an opportunity for either). The Star Wars game, I'm really sad it got put on hold, I have an itch to be a player, rather than a GM, and there's not much opportunity RL for it. Paul's Scion game is ... not what I had hoped for, and Gerald's D&D game is winding down soon, with the story arc wrapping up perhaps in another 10 or so sessions.

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  2. While you say that, I have trouble seeing it in practice. A couple examples: - Shadowrun: The group is on a job and has happened across a town near their destination with a vampire-kind problem. This could be related, but the only contact thusfar with the town seems terminally afraid of outside involvement, telling the group to just leave. After a good bit of discussion, the PCs decide to do just that - they're not ready to focus help down someone's throat. That was decided. Then the NPC in the group speaks up in a manner that kicks the player-decided plan off track, pushing the PCs to (with varying reluctance) offer/push help. It's said that he's just being a mercenary, but 1) there's been no promise of reward and 2) there's be no indication he'd be cut in on it anyway. As a player, this comes across strongly as "the GM wanted us to help, and is pushing the point in a clumsy fashion." The PCs probably would have gone this route willingly if the local citizen had asked for help instead of telling them to leave. The proper "players taking hold of the game and going with it" route would have been to let the PCs leave when they decided that. -Exalted: This is more general than specific. The PCs ended up with so much on their "to do" list, and most of it seemed pressing timewise (crown borrowed for a limited time, plague running rampant that will kill everyone, imminent invasion of Gem/Autochthon, etc.) that there wasn't time to steer toward anything but the most pressing crisis. It's a game about great, epic things, but I never really felt I was in control of our direction save a little latitude in where to prioritise each new thing that came up. And even then, such decisions were sometimes trumped by "necessity." Now, I'm not trying to pick on you or beat you up over things. I just want to point out what it looks like from my end of the virtual table. It feels like no matter what I/we decide, our chosen route is likely to be rendered invalid. That might seem like a "cool plot twist" in some cases, but I tend to find it disheartening as a player - like what I do doesn't really matter. I generally feel it would be better to either let us make our mistakes or to give us better guidance, rather than letting us come to a decision and then showing us it's "wrong" and sending us back to the drawing board. --- Star Wars... I still tinker with the notion, but I've not yet felt enough drive to pick it up. Naturally, as if I did, you'd know. If the three of you still want to play and are actually willing to invest the time to do so... well... maybe. That'd help, anyway. >.>

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  3. The thing is, the NPC has about as much weight to speak as any PC would at the time. He was giving his opinion, in the manner he usually would do things. The group could take it or leave it as they see fit, and could have gone on without aiding them. Yes, it is related (and mind you, there is an important bit of information the PCs have now which will be useful later), but it wasn't necessary to the adventure, and could have been bypassed as soon as the van was repaired.

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  4. And I will admit, the stuff in Exalted was stacking up... I blame that on the slow pace of the game though, and wanting to 'get stuff done' -- I was impatient.

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  5. He had a right to speak up, sure. He's there. He can have opinions. . . . I don't seem to have that log at hand to consult. If I am mistaken in how it played out, I apologize. My recollection/perception, however, went something like: The option of rendering aid was raised. The PCs discussed, mostly over group-wide comms. A general consensus was reached that we were on the job and they didn't want help, so we'd continue on our way. THEN Cleric speaks directly to the guy, suggesting he make use of the group's services. So... he sorta went beyond discussing it "as any other PC." And when I talked to you about this before, you said "he was just being mercenary," which doesn't make a lot of sense for his position in the group. Mercenary for him should be wanting us to finish our assigned mission as fast as possible so he can get paid in an efficient manner. Helping the town, even for pay, is way more of a "nice guy" thing to do.

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  6. I can understand the drive for progress versus the slow pace of online play. Even in those few sessions of Star Wars, I felt antsy and found myself trying to push things forward at times to avoid spending months of real time doing Jedi lectures that were meant more as background flavor for the characters. There can be value in playing all that out, but it we want to see the story, too. ;)

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  7. The thing I find fascinating about the space between the two extremes is that, if I know my players well enough, I have occasionally introduced them to problems for which I have no solution. I find myself saying, "I had no idea how you were going to get out of that, actually," or "Wow, this is so not where I expected this to go." And yet, I never doubt that they *will* come up with something.

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